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This release is all about settings, scalability and making things smoother…

Change log:

Configuration system for graphical settings and tuning. Game scalability – Make game run smooth on different spec systems with different quality settings.

Subscriber code system. One download – Patreon the project, get a code, submit your code and get your level of subscription benefits. No longer need for new download when you decide to support the project. Thank you!!

Click select speculum or not: You can now select the speculum with the mouse, just click on it or click hold for direct control. Click everywhere else to get back to camera control.

Lighting adjustments.

Save settings – this is also beginning of save game support for later…

From the first public demo to this release, almost everything is changed. The first demo was more or less a model, shader and animation test. All that moving around and dancing stuff is now removed and the focus is on what this game is about, putting a girl in the gynochair and start having fun with her.

This is the second demo release and the first demo release with the gynochair and physics. The publicly available release is fully functional with the same content as the full version of the game, except that it is censored (you cannot remove panties).

I have rebuilt most of the game on the back end, and I must admit that I probably don’t remember everything that has changed from the previous version. It all goes way back to how the model and clothing are exported from Daz Studio, rigged and set up in Maya, to all new physics, morph system and animation system in UE4.

Changes:

All “dancing girl” and test animation stuff is removed.

Gynochair is introduced.

Working Speculum.

New morph system witch fixed a lot of bad deformations and bad fit with clothing.

Adjustments to morphs used in animations to correct for bad deformations.

Collision handling on whole body.

Updates shaders/skinning and fixed broken genitalia shader.

Genitalia and vagina physics simulation with about 30 joints.

Physics simulation with force. E.g. you need to push with force at right position and angle to get speculum to penetrate into vagina.

New moprhs. E.g. 3 new girl types, genitalia open close etc.

Tessellation slider (experimental). I have experienced some difficulties and deformations with tessellation, and added a slider for testing. There are especially artefacts when fully pregnant and with tessellation. I have left this on in the full version and would like some comments on how this works on your computer.

Natural and simulated eye blinking based on research in this area. Average blink, multiple blink and blink after blink timed vs probability etc, all very scientific.

Ok, fair question. The initial development prototypes was focused around the gyno concept. I wanted to know if I could achieve what I wanted with the game technically, so a lot of time was spent on genitalia 3D modell and physics simulation in that area. When I was confident I could do this I focused the development on finishing up the main character, rigging, shading, morphs and animation system. The first release showcase just this and not the gyno part. This post shows some pictures from the early prototype.

I have now finished all the clothing shaders and will start to reintroduce the gynochair back into the game. I expect to have a version with this content ready in August, may be earlier. Since Patreon bills 1. of every month, everyone that patron the project at “supporter” or higher before the end of July, will get there version of the preview as soon as its released after 1. August.

One of the main goals of this game is to have really nice modells. In that respect Tessellation is something we want to utilize.

What is tessellation?: Every 3D modell is made up of polygons. The more polygons you have the better resolution your model will have, and edges will be smoother. But this resolution comes at a computational cost.

When you view a modell from a distance, you can have less polygons (resolution) and you will not notice this. But when you get closer you will be able to see the polygons and lines clearly (see the main picture).

So what if we automatically could have less polygons at a distance and then subdivide them into more polygons as we get closer. That would be really nice, and this is exactly what UE4 tessellation does.

The image above illustrates how tessellation subdivides the polygons as we get closer.

But, off course, nothing should be straight forward and easy. As I implemented tessellation at an early development stage, I experienced tessellation tearing between different materials on the same modell:

The modell was initially divided into several sections with their own materials/textures. Seams between these sections got teared up when the tessellation kicked inn as you can see from the picture above.

There might be different solutions to this, but I chose to merge all of the modell into using one material, tough eliminating the problem completely. As a positive effect it also optimizes the modell. Every material requires the game engine to make a draw call, and such reducing the amount of materials will also reduce the amount of draw calls, and result in better performance.

This approach however added new challenges. Different parts of the body, as for example the head, genitalia and parts of those again, are made up of their own textures (images) and they also have different properties (as reflection, wetness, bump maps etc). A solution to this is to use a technique called atlasing. Unreal Engine 4 have a complex material system and it allows you to make one material with different properties for different parts of the model (in this case the human body). The human body is a complex model in it´ self, so the atlasing system also became quite complex. To be able to easy reuse this on several models, I created a reusable and efficient atlasing system for the Daz3D modells I’m using for Unreal Engine 4.

I´m happy to announce the first pre beta release of the game!
This is a technical preview showcasing the basics. The modell, especially skin and eye shaders, but, belly and breasts physics and animations to put it all to the test. There is no sound yet and both hair, clothing and menu system needs polishing.